Diablo 4 is the protagonist of an extended trial published in these minutes on these pages, from which they also emerge details more precise about the functioning of the system always online and the shared world between players.
In the meantime, we refer you to Diablo 4 to discover all the secrets revealed by Pierpaolo Greco in his extensive game test, while here we limit ourselves to highlighting some features concerning the online platform, given that the question has already aroused considerable curiosity among the players.
In fact, it is confirmed that Diablo IV is an always online game, therefore there is no possibility of using it offline, but the thing was handled in a particular way.
As noted in the test, a clear contrast is created between the sense of loneliness that is felt by carrying out the story quests and the fervent online activity that can be found instead in the inhabited centers and in general in the sections of the map that are not affected by the fighting .
In the villages it is also possible to meet large groups of players, because these areas function almost as hubs for encounters, but when you leave the walls or the perimeters of inhabited areas, encounters with other players drop sharply, through an instantiated system that tries to keep the right sense of loneliness during the standard quests, unless of course you decide to face them in multiplayer.
All the dungeons are instanced, as well as all the missions relating to the campaign and there are only two ways to meet other players in these contexts, wrote Pierpaolo in the proven: “subsequently repeating these activities after we have already completed them the first time, or creating a party “. The latter option can be undertaken by inviting Battle.net friends or by contacting other people who populate the shared areas and, in doing so, the entire Diablo IV experience can be tackled in co-op for up to 4 people (over console support for couch co-op in 2).
In the end, this facet of the online and constantly shared structure seems quite convincing, thanks also to PvP which should be relegated to specific areas and arenas of the game, also because the transition from the more exploratory phases of the Campaign to moments of leisure through secondary activities proves to be very fluid and “seamless”.
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